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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef WEAPON_TFCBASE_H
#define WEAPON_TFCBASE_H
#ifdef _WIN32
#pragma once
#endif
#include "tfc_playeranimstate.h"
#include "tfc_weapon_parse.h"
#if defined( CLIENT_DLL )
#define CWeaponTFCBase C_WeaponTFCBase
#endif
class CTFCPlayer;
// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
// against the ammo name you specify.
// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
bool IsAmmoType( int iAmmoType, const char *pAmmoName );
typedef enum
{
WEAPON_NONE = 0,
// Melee
WEAPON_CROWBAR,
WEAPON_SPANNER, // Engineer's wrench.
WEAPON_KNIFE,
WEAPON_MEDIKIT,
// Vector weapons
WEAPON_MINIGUN,
// Shotguns
WEAPON_SHOTGUN,
WEAPON_SUPER_SHOTGUN,
WEAPON_NAILGUN,
WEAPON_SUPER_NAILGUN,
WEAPON_MAX, // number of weapons weapon index
} TFCWeaponID;
//Class Heirarchy for tfc weapons
/*
CWeaponTFCBase
|
|--> CTFCCrowbar
| |
| |--> CTFCKnife
| |--> CTFCMedikit
| |--> CTFCSpanner
| |--> CTFCMedikit
|
|--> CTFCMinigun
|
|--> CTFCShotgun
| |
| |--> CTFCSuperShotgun
|
|--> CTFCNailgun
| |
| |--> CTFCSuperNailgun
*/
class CWeaponTFCBase : public CBaseCombatWeapon
{
public:
DECLARE_CLASS( CWeaponTFCBase, CBaseCombatWeapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CWeaponTFCBase();
virtual void Precache();
virtual bool IsPredicted() const;
CTFCPlayer* GetPlayerOwner() const;
// Get TFC-specific weapon data.
CTFCWeaponInfo const &GetTFCWpnData() const;
// Get specific TFC weapon ID (ie: WEAPON_AK47, etc)
virtual TFCWeaponID GetWeaponID( void ) const;
// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
bool IsA( TFCWeaponID id ) const;
// return true if this weapon has a silencer equipped
virtual bool IsSilenced( void ) const;
#ifdef CLIENT_DLL
#else
DECLARE_DATADESC();
virtual void Spawn();
virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
void SendReloadSoundEvent();
virtual Vector GetSoundEmissionOrigin() const;
#endif
private:
CWeaponTFCBase( const CWeaponTFCBase & );
};
#endif // WEAPON_TFCBASE_H
|